MrIbby Posted December 16, 2015 Posted December 16, 2015 Right now I'm trying to figure out how to make a custom compass for 1.8 and I'm wondering if anyone on the Forge Forums has already made one. Why spend time reinventing the wheel when you can make something cool? SOLUTION: It's actually very easy to override a texture with your own TextureAtlasSprite. This is the code I used: @SubscribeEvent public void onPreTextureStich(TextureStitchEvent.Pre event) { Map<String, TextureAtlasSprite> mapRegisteredSprites = ReflectionHelper.getPrivateValue(TextureMap.class, event.map, "mapRegisteredSprites", "field_110574_e"); mapRegisteredSprites.put("mymod:items/my_item", mySprite); } Quote
MrIbby Posted December 16, 2015 Author Posted December 16, 2015 Basically I need some way to dynamically update the texture. Quote
Draco18s Posted December 17, 2015 Posted December 17, 2015 The important thing is what kind of data does it use. Anyway, the class you want to extend is TextureAtlasSprite Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
MrIbby Posted December 17, 2015 Author Posted December 17, 2015 I've already got the BlockPos and TextureAtlasSprite sorted out, but I can't figure out how to override the default texture. To provide some background info, I'm updating the code from 1.7.10 to 1.8, so most of the complicated stuff is already done (except for the item texture). Quote
Draco18s Posted December 17, 2015 Posted December 17, 2015 In your icon registration method, tell it to register the custom sprite. Edit: I've lost track of where I did it that way. But the IIconRegister interface is only used by one class, so figure out what that class is, cast to it, and add the atlas sprite to it manually. Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
MrIbby Posted December 17, 2015 Author Posted December 17, 2015 IIconRegister doesn't exist in 1.8? Quote
Choonster Posted December 18, 2015 Posted December 18, 2015 Looking at the vanilla compass rendering code, it looks like most of your current code should still work with a few minor changes. Just use the TextureAtlasSprite 's ResourceLocation as the texture of your item model. You'll want to look at RenderItemFrame#renderItem to see how the vanilla compass is rendered in item frames and use it as the basis of your RenderItemInFrameEvent handler. Quote Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
Draco18s Posted December 18, 2015 Posted December 18, 2015 On 12/17/2015 at 11:49 PM, MrIbby said: IIconRegister doesn't exist in 1.8? Derp. Been mobile all day, didn't notice. Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
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